Quick Modding/Hacking Answers Thread

Jul 21, 2018 at 4:14 PM
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That's the event number of Igor in the Egg Corridor. ANP13 must be hard coded to use that event number. It wouldn't really know otherwise -- but this means you can (probably) have anything pick her up, rather than only Igor.
Just checked that out.
Yeap, anything can hold Sue...
That's so cool!
 
Jul 24, 2018 at 9:11 PM
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Does anyone know how to change the damage that the falling blocks do?
Like the falling blocks in the balcony after the island is falling or the 2nd sacred ground place

and is it possible to give the small ones say 5 damage and the big ones 10 instead?



ALSO...........

Sometimes when i use skipflags to speed up text (not completely remove), the text overlaps itself and because a weird blob of text (normally after each <NOD)

Does anyone know how to fix this
 
Jul 27, 2018 at 4:06 PM
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I hope this doesn't count as a double post since my last one was a while ago (and this is unrelated) but I have another question
Is there a sprite of sue as a human or do i need to animate that somehow?
 
Jul 27, 2018 at 4:12 PM
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Is there a sprite of sue as a human or do i need to animate that somehow?
Theres a few in NpcGuest but they're only of her standing and sneezing, and no walking/jumping.
 
Jul 27, 2018 at 7:33 PM
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Congratulations, you've replied to a 9 year old post in this thread.
 
Jul 28, 2018 at 3:42 PM
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Theres a few in NpcGuest but they're only of her standing and sneezing, and no walking/jumping.
I can only find one with itoh and sue combined sneezing/transforming

Also i can't find kazuma's sprite????

The one of him just standing like on the outerwall
Actually i just checked there and it says its called "Cairn" or something
Why is kazuma this "cairn" thing
 
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Jul 28, 2018 at 4:06 PM
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Why is kazuma this "cairn" thing
Cairn was a character from King Story, a mod by Noxid, and used the sprite location Kazuma used. The naming convention is most likely a leftover from BL development.
 
Jul 28, 2018 at 4:48 PM
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Cairn was a character from King Story, a mod by Noxid, and used the sprite location Kazuma used. The naming convention is most likely a leftover from BL development.
oh i guess i forgot the name of whoever that was

is there anyway to make it look like im floating through a water current like in the water way forever?
 
Jul 29, 2018 at 2:01 PM
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As far as I remember, they're the same NPC, so you could only edit their health together using npc.tbl.
It would be quite simple to make an assembly edit to have the NPC set its own health when it's small...
...
Okay, it actually already sets its own health, so you couldn't edit that with npc.tbl anyway.
Here's a patch you can apply with BL's hex patcher to make the smaller blocks deal only 5 damage.
Code:
0x45DFBC
8B 75 08 39 46 0C 7E 04 FE 0E C9 C3 90 90 90 90
90 90 90 8B 75 08 A1 58 E6 49 00 3B 46 0C 7E 17
83 C6 40 83 7E 0C 00 74 06 C6 46 64 05 EB 06 C6
46 64 0A 90 EB 07 C6 86 A4 00 00 00 00
If you have a debugger, you can easily change how much damage either size of the block does as well. Here are some addresses...
0045DFE5 - Damage for small blocks.
0045DFEB - Damage for big blocks.
(remember that these numbers are in hexadecimal, thus 0xA == 10)
Or, you can just find "05" and "0A" in the patch and change them to the number you want, that'll also work...
That's right, after every <NOD using a <TUR the text-box will print text from the top left. After every <NOD you will need to put in the appropriate amount of line-breaks/spaces to put the text back where it belongs. You'll have to have a separate event with text that accounts for this, otherwise it'll mess up the normal text. Also, sometimes the game counts one space as two spaces... or 0 spaces. It's finicky -- just make sure you proof read your text is all.
I don't understand what that means. Float trough a water current forever? Do you mean to infinitely move the PC in one direction? Or do you mean make it look like you're constantly moving right like in the Iron Head boss-fight?

Thanks for that code
"Yeah 1 patches applied maybe"

For some reason my game crashes whenever one of those small blocks gets created now...
Uhh
Does this make an edit to my data file or the doukutsu.exe file?
Because I made a copy of my data

but not one of my doukutsu.exe
 
Jul 30, 2018 at 12:17 AM
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It edits the .exe. That's what an assembly edit is.
Okay... haha, I managed to make it break the frame delimiter. Nice.
Apply this over the original patch or instead of it:
Code:
0x45DFBC
8B 75 08 39 46 0C 7E 04 FE 0E C9 C3 90 90 90 90
90 90 90 8B 75 08 A1 58 E6 49 00 3B 46 0C 7E 16
83 C6 40 83 7E 0C 00 74 06 C6 46 64 05 EB 07 C6
46 64 0A 90 EB 07 C6 86 A4 00 00 00 00
Should fix the issue.
Thanks! I also tried the ollydbg way and I was able to get the blocks to do 7 damage (but oddly it switched it for both, but that's alright in my situation I think...)
 
Sep 4, 2018 at 5:35 AM
lol
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I can't seem to change the date and studio for the version of the exe.
p365781-0-qvjyqoc.png

'Cause as I'm working on ACSS, I can change the version numbers via resource hacker, but not the date and studio name
p365781-1-ywju1g1.png

But on Jenka's Nightmare (for instance), the date and studio name are changed; and there's nowhere on resource hacker (as far as I know) that changes those other two?
 
Sep 4, 2018 at 6:17 PM
lol
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I think it's here...
0x48C2D1 - Date one.
0x48C420 - Date two.
Dang awesome!
Any idea for the Studio name?
 
Sep 6, 2018 at 8:15 PM
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Dang awesome!
Any idea for the Studio name?

Alternatively you can use my XML's pinned in #resources on the server (specifically the file "0_exe_properties"). I put all 3 lines there but backup your exe cause it's easy to accidently delete the invisible linefeed characters
 
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